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Bakugan Hyperspace (New Vestroia)

The next installment of Bakugan Hyperspace! Even more action packed and thrilling than the prequel!
 
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 Mylene's Brawler Profile

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Mylene
LEVEL 8 BRAWLER
Mylene


Posts : 437
Join date : 2010-02-14

BAKUGAN STATUS
BAKUGAN POINTS:
Mylene's Brawler Profile Left_bar_bleue3000/1000000Mylene's Brawler Profile Empty_bar_bleue  (3000/1000000)
LIFE FORCE:
Mylene's Brawler Profile Pbucket456/500Mylene's Brawler Profile DpGFogC  (456/500)

Mylene's Brawler Profile Empty
PostSubject: Mylene's Brawler Profile   Mylene's Brawler Profile Icon_minitimeWed Apr 28, 2010 8:49 pm

Name: Mylene Pharaoh
Gender: Female
Age: 17
Team: Vexos

Bakugan:

WILDA (Lv 1)
Power Level = 300
Stand Success = 80%
Defense = 4
Special Shot = +52
Special Effect = Able to decrease each of your opponent's standing Bakugan's power levels by 50 points. This effect is only usable once per game.

*CAPTURED FROM DEATH_MASK*


HAMMERSAUR (Lv 1)
Power Level = 300
Life Force = ۞102۞
Stand Success = 75%
Defense = 2
Special Shot = +36
Special Effect = Able to sacrifice 50 points from your Life Gauge in order to neutralize your opponent's Ability Card when stood. This effect lasts throughout the whole game, but payment is required for each use.

*CAPTURED FROM DEATH_MASK*


MACUBASS (Lv 8)
Power Level = 700
Energy Level = <13.75>
Stand Success = 75%
Defense = 5
Special Shot = +89
Special Effect = Able to increase its own Energy Level by <7.0> for one round. This effect is only usable once per game.

AQUOS SIRENOID (Lv 8)
Power Level = 500
Life Force = ۞159۞
Stand Success = 85%
Defense = 4
Special Shot = +53

*CAPTURED FROM KLAUS*


Traps:

TRIPOD THETA (Lv 5)
Power Level = 350
Life Force = ۞138۞
Stand Success = 100%
Defense = 4
Special Shot = +65
Multiple Attributes =
Darkus & Ventus

Laser Saber Techniques:

Attacks

Stab *142*: <-141 ENERGY> Lunge at your opponent by trying to impale them with the tip of your saber. Only "Parry" can evade this attack.

Upper Strike *138*: <-137 ENERGY> Standard upward slash. Difficult to evade.

Mid Strike *161*: <-66 ENERGY> Standard mid-height slash. Balanced evasion difficulty.

Lower Strike *247*: <-52 ENERGY> Standard downward slash. Easy to evade.

Diagonal Strike *147*: <-143 ENERGY> Complex slanting slash. Fast attack, difficult to parry.

Defenses

Guard *282*: <-63 ENERGY> Uses your laser saber to block against an opponent's attack. Defends against basic attacks.

Parry *257*: <-116 ENERGY> Deflect an attack by the opponent. If successful, deals minor damage to the opponent and evades their attack.

Features

Extend: Elongate your saber for more power at the cost of 100 energy per extension to increase each of your future attacks and defenses by 50%.

Retract: Shorten the length of your saber for less power in order to gain 100 energy per retraction, decreasing each of your future attacks and defenses by 50%.
___________

Electro-Whip Techniques:

Attacks

Lashing Whip *76*: <-106 ENERGY> The most basic form of attack. The Electro-Whip is cracked against a designated target.

Environmental Punisher *139*: <-157 ENERGY> The Electro-Whip is thrust at surrounding objects, causing those objects to crash down onto a designated target. This damage is not permanent.

Defenses

Deflect *285*: <-91 ENERGY> The Electro-Whip protects the user by sweeping away an opponent's attack on contact.
_______________________

Weapons:

x1 DEATH BALL:

Once thrown, a dimensional vortex will open up and swallow up everything in a 20-foot radius. Those caught in the veil of a Death Ball will be permanently banned from every forum, having the inverted avatar but untouched Life Force. This is currently the most dangerous weapon the galaxy has to offer.
_______________________

LEVEL 7 ABILITY LIMIT

1. Ability that raises power levels = 1 card count (rises by 1 for every 500 points gained from the card)

2. Ability that decreases power levels = 1 card count (rises by 1 for every 500 points lost from the card)

3. Ability that transfers power = 1 card count (rises by 1 for every 500 points transferred from the card)

4. Ability that nullifies Gate Cards = 1 card count

5. Ability that negates an opponent's Ability = 1 card count

6. Ability that reverses an opponent's Ability = 1 card count (rises by 1 for every 500 additional points lost by the opponent's total this way)

7. Ability that negates more than one of the opponent's Abilities = 2 card counts (rises by 1 if it negates all Abilities the opponent has used in the game by far) *If the card that achieves this is a system with an acronym, then reduce the card count by 1.*

8. Ability that mimics an opponent's previous Ability = 2 card counts

9. Ability that protects oneself from an opponent's attack = 2 card counts (rises by 1 for every additional Bakugan protected by this card)

10. Ability that prevents the opponent from activating any more Abilities = 3 card counts

*Cards that equalize power levels would be equivalent to rising power levels, and cards that decrease an opponent's Life Gauge are double the equivalent cost of reducing power levels.*

*Any Ability Cards that do more than one of the effects listed above raises the card count by 1 for each added effect stated above.*

_____________________

Gate Cards:

Aquos Reactor (Lv 1): +100 points for all Aquos Bakugan standing on this Gate Card.

Aquos Reactor (Lv 2): +200 points for all Aquos Bakugan standing on this Gate Card.

Aquos Reactor (Lv 3): +300 points for all Aquos Bakugan standing on this Gate Card.

Abilities:

Aquos Whirlpool: Increases your Aquos Bakugan's power level by 50 points and decreases your opponent's Bakugan's power level by 150 points.

Power Merge: Transfers 100 points from each of your opponent's Bakugan's power level total times the number of Bakugan you currently have on the battlefield to your Bakugan's power level total.

Live Ripple: This Darkus Ability allows your Tripod Theta Bakugan Trap to revive your Bakugan that have been conquered during previous rounds of battle as "Energy Bodies".

Octo-Whip: This Aquos Ability allows your Tripod Theta Bakugan Trap to prevent your opponent from activating any more Ability Cards during this round that specifically increase or decrease power levels of Bakugan on the battlefield.

Hunter Whip: *Requires at least <1.0> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to decrease your opponent's Bakugan's power level by 200 points.

Radiant Claw: *Requires at least <1.0> for your Macubass Bakugan to use this Ability Card.* Increases your Macubass' power level by 200 points.

Battle Composition: *Requires at least <2.0> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to decrease each of your opponent's Bakugan's power levels by 200 points.

Saber Barracuda: *Requires at least <1.5> for your Macubass Bakugan to use this Ability Card.* Increases your Macubass' power level by 300 points.

Moby Cannon: *Requires at least <2.0> for your Macubass Bakugan to use this Ability Card.* Increases your Macubass' power level by 400 points.

A.B.S.I.D.S.: *Requires at least <4.5> for your Macubass Bakugan to use this Ability Card.* Transfers 400 points from each of your opponent's Bakugan's power levels to your Macubass' total.

Marina Cavitation: *Requires at least <2.5> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass to prevent your opponent from activating his/her Gate Card during this round.

Depth Dive: *Requires at least <2.5> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to nullify the Gate Card where it is standing.

Stingray Shield: *Requires at least <2.0> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to neutralize your opponent's most recent Ability Card played during this round. Fusion and Chaos Abilities are excluded from this effect.

Mauser Barracuda: *Requires at least <1.5> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to decrease your opponent's Bakugan's power level by 300 points.

Indignation: *Requires at least <5.5> for your Macubass Bakugan to use this Ability Card.* This card can only be played as long as Marina Cavitation is active. Allows your Macubass Bakugan to prevent your opponent from activating any more Ability Cards for the remainder of the round. In addition, increases your Macubass' power level by 400 points and decreases each of your opponent's Bakugan's power levels by 400 points.

Blue Morbus: *Requires at least <2.5> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to decrease each of your opponent's Bakugan's power levels by 300 points.

Tsunami Hydrair: *Requires at least <3.0> for your Macubass Bakugan to use this Ability Card.* Allows your Macubass Bakugan to decrease each of your opponent's Bakugan's power levels by 400 points.

A.B.S.I.D.S. TR-2: *Requires at least <5.5> for your Macubass Bakugan to use this Ability Card.* This card's activation cannot be prevented by Ability Cards played by non-Mechanical Bakugan. Transfers 500 points from your opponent's Bakugan's power level to your Macubass' total.
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